Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
46 lines
886 B
C++
46 lines
886 B
C++
#pragma once
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#include "effectdata.hpp"
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class CContentData : public CDataBase
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{
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private:
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CString m_Path;
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CString m_File;
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bool m_Dirty;
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CString m_EffectName[32];
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void StripComment (CString& str);
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public:
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CContentData (CString& path);
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~CContentData (void);
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void ReadData (CString file);
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void WriteData (void);
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void InitialData (CString file);
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int FindMatIndex (CString& mat);
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const CString EffectName (int id) const
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{
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ASSERT (id >=0);
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ASSERT (id < 32);
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CString toret;
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int index;
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index = m_EffectName[id].Find ("content\\effects\\");
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toret = m_EffectName[id].Right (m_EffectName[id].GetLength () - index - strlen ("content\\effects\\"));
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return toret;
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}
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void EffectName (CString& name,int id)
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{
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ASSERT (id >=0);
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ASSERT (id < 32);
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m_Dirty = true;
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name.MakeLower ();
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m_EffectName[id] = name;
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}
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};
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